Reward anticipation - A powerful tool for game design

by Lennart Nacke

A neu­ro­bi­o­log­i­cal under­stand­ing of games has at its core the dopamin­er­gic reward sys­tem [cite]10.1145/1920778.1920780[/cite]. The the nucleus accum­bens, which is also dubbed the plea­sure cen­ter of the brain, is cur­rently under­stood as the crit­i­cal brain region asso­ci­ated with the neu­ro­trans­mit­ter dopamine, which in turn is impli­cated in habit for­ma­tion, reward-seeking behav­iors and addic­tion. The above video shows a speech from Robert Sapolsky, Professor of Neurology and Neurological Sciences at Stanford University, where he dis­cusses his research con­cern­ing dopamine release in the brain when rewarded and when antic­i­pat­ing a reward.

Something gam­bling machine design­ers and many game design­ers prob­a­bly intu­itively know is that near-misses enhance gam­bling moti­va­tion. The release of dopamine tops out with near misses in gam­ing. Now, Prof. Sapolsky’s point in his slides is that in his stud­ies when par­tic­i­pants (or mon­keys) only get rewarded 50% of the time that they put work into a task, their dopamine peaks much higher than if they are rewarded every time (and the spike level is raised before the reward is received). He trans­fers his points to every­day exam­ples of peo­ple try­ing to achieve things that have a delayed reward (such as study­ing, rais­ing money to get a bet­ter house, mov­ing into your favorite retire­ment home, or finally being famous post death). Not only is this inter­est­ing in under­stand­ing what dri­ves humans to try and accom­plish basi­cally any task, but also for game design­ers to use chance to their advan­tage in mak­ing games ever more excit­ing and moti­vate us to play (think epic items/armor in World of Warcraft).

If we strike a good bal­ance between giv­ing out a reward for a task and with­hold­ing the reward, the fuzzi­ness of cri­te­ria for decision-making will likely increase per­sonal moti­va­tion. This could go fur­ther, too, in terms of value assigned to rewards, things that are harder to achieve might gain an increased value if they are not avail­able all of the time. Take a high-level raid in World of Warcraft for exam­ple, where high-tier items will drop after defeat­ing very dif­fi­cult oppo­nents, but not every time enough items for the whole raid­ing party will drop, so that peo­ple will stay moti­vated to do this raid again. The ran­dom­ness of unique items drops is one of the pri­mary replay fac­tors for games like Diablo and Torchlight, where level con­tent is reused, but play­ers stay moti­vated with the antic­i­pa­tion of gear­ing up with more high level items.

Thinking about this moti­va­tional dynamic of ran­domly achiev­able rewards, the ques­tion is what hap­pens once all con­tent is there, once the endgame is done? This is where the metagame of achieve­ments and tro­phies, and in a broader con­text, social recog­ni­tion comes into play. Once we have all the rewards a pro­gram or task can give us, we would like this work to increase our social stand­ing on a grander scale, to be rec­og­nized by peers and have mate­r­ial to increase and enhance our social inter­ac­tions. This also ties strongly into social moti­va­tions for eth­i­cal behav­ior and reli­gious beliefs, as Sapolsky jok­ingly puts it, there might be a reward in the after­life wait­ing for us.

Readers Who Liked This Post Also Read